Sanctjud wrote:Nice stuff Nuggz.
2 Stubbers too much starting out?
How important is having cash in the stash?
I'm using the Weapon List in the main Necromunda book, I don't see Grenade Launchers as an option there at the start.
So the basics should be:
3 Juvs, nothing.
3 Gangers with Shotguns.
3 Gangers with Lasguns or Autoguns
2 Hvies (at least one Stubber)
Leader with Chainsword (for looks) and a ranged weapon, hence the shotgun for now.
2 Heavy stubbers is a lot to start out with because you will have a hard time squeezing in the necessary Juves and Gangers. You want at least 5 gangers and 2 juves is a good start. That's 2 groups that have a mandatory meat shield.
Initially, your stash should not be a priority. You will capture enemy fighters, make money on territories, etc. There are a few things you will want money for, listed here in order of priority
IMO:
1- Ransom for captured fighters. This is #1. Nothing sucks more than having someone get captured and having nothing useful to offer up for the ransom.
2- Replacing lost fighters. Let's face it: you will take casualties eventually and you want to replace them.
3- Kitting out your gang. This actually isn't that important, as the guys with grenade launchers and heavy weapons shouldn't be the ones taking hits anyway so the heavy weapons are more of a long term investment. Lasguns and autoguns are pretty much as good as it gets for your average ganger and everything is cheap, so...
That said, I think that buying weapons you plan on keeping long-term is a better investment than spare gang members who may not be doing anything useful. Hiring a second heavy is cool but personally I think it's a big-time cred sink. He can't work territories, and the truth is that once a heavy gets a heavy stubber or heavy bolter, he's going to be inflicting so much damage that he'll level up faster than everyone else anyway!
On the subject of grenade launchers, you can buy them after your first game. Sorry, that was an oversight on my part: my gang is Orlocks and they're a special weapon for us, so Gang Leaders and Heavies can take them from the start.
As for the list you posted, I like it. It's a lot of guys! If you play another new gang, they'll have trouble dealing with that many as he's got to knock off 3 guys before you start taking bottle checks. Then again, it would be that way with 9 gang members too.
Your gang is a matter of personal preference. By having a lot of guys, you're also giving lots of gang members experience. I think that this is important with gangers, since they gain levels slow, and lots of juves is always a good thing.
The one thing I'd drop is the second heavy. You could use the spare cash to put towards weapons and he's not really doing much until he gets one. But once he gets one, his experience will shoot up like crazy.
As for credits it would look like this for you:
Gang leader, chainsword, shotgun: 170
Heavy w/ heavy stubber and autopistol: 195
3 Gangers w/ shotguns (75 each): 225
3 Gangers with lasguns (75 each): 225
3 Juves w/ nothing (25 each): 75
Heavy w/ lasgun: 85
It's 970 with the second heavy and 885 without. Assuming that your territories net you a 50 cred stash, after one game you'll have enough for a grenade launcher with frag grenades if you don't take the heavy.
Automatically Appended Next Post: Sanctjud, I wanted to post this so you can see how a gang develops.
I started with a leader w/ meltagun and chainsword, heavy w/ heavy stubber, 5 lasgun/stubgun gangers, and 2 juves. After 15 or so games, this is what it's looking like:
I haven't taken any casualties yet actually, but I had one juve get captured. He wasn't armed so I didn't even bother attempting a rescue, but I've captured lots of territory. If you have a choice, the most important skills to take are specialist for gangers, marksman for ranged guys, rapid fire, armorer, and medic. The best territory
IMO is settlement, and the best non-combat skill is inventor.